#include "suic_terrain.h" #include "raylib.h" #include #include #include #include /* ===== SIMPLEX NOISE IMPLEMENTATION ===== */ static const uint8_t perm[512] = { 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180, 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180}; static float grad2(int hash, float x, float y) { int h = hash & 7; float u = h < 4 ? x : y; float v = h < 4 ? y : x; return ((h & 1) ? -u : u) + ((h & 2) ? -2.0f * v : 2.0f * v); } float suic_simplex_noise_2d(float x, float y) { const float F2 = 0.366025403f; const float G2 = 0.211324865f; float s = (x + y) * F2; int i = (int)floorf(x + s); int j = (int)floorf(y + s); float t = (i + j) * G2; float X0 = i - t, Y0 = j - t; float x0 = x - X0, y0 = y - Y0; int i1 = (x0 > y0) ? 1 : 0; int j1 = (x0 > y0) ? 0 : 1; float x1 = x0 - i1 + G2, y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2, y2 = y0 - 1.0f + 2.0f * G2; int ii = i & 255, jj = j & 255; float n0 = 0.0f, n1 = 0.0f, n2 = 0.0f; float t0 = 0.5f - x0 * x0 - y0 * y0; if (t0 >= 0.0f) { t0 *= t0; n0 = t0 * t0 * grad2(perm[ii + perm[jj]], x0, y0); } float t1 = 0.5f - x1 * x1 - y1 * y1; if (t1 >= 0.0f) { t1 *= t1; n1 = t1 * t1 * grad2(perm[ii + i1 + perm[jj + j1]], x1, y1); } float t2 = 0.5f - x2 * x2 - y2 * y2; if (t2 >= 0.0f) { t2 *= t2; n2 = t2 * t2 * grad2(perm[ii + 1 + perm[jj + 1]], x2, y2); } return 45.0f * (n0 + n1 + n2); } float suic_fbm_noise(float x, float y, int octaves) { float value = 0.0f, amplitude = 1.0f, frequency = 1.0f, max_value = 0.0f; for (int i = 0; i < octaves; i++) { value += suic_simplex_noise_2d(x * frequency, y * frequency) * amplitude; max_value += amplitude; amplitude *= 0.5f; frequency *= 2.0f; } return value / max_value; } float suic_terrain_height(float x, float z) { float height = suic_fbm_noise(x * 0.05f, z * 0.05f, 2); height += suic_fbm_noise(x * 0.01f, z * 0.01f, 2) * 1.5f; return height * 4.0f + 2.0f; } /* ===== TERRAIN MESH & MODEL ===== */ static Mesh g_terrainMesh = {0}; static Model g_terrainModel = {0}; static SuicTerrainShader g_terrainShader = {0}; static bool g_terrainInitialized = false; static Mesh generate_terrain_mesh(void) { int size = SUIC_TERRAIN_SIZE; Mesh mesh = {0}; int vertexCount = size * size; int triangleCount = (size - 1) * (size - 1) * 2; mesh.vertexCount = vertexCount; mesh.triangleCount = triangleCount; mesh.vertices = (float *)MemAlloc(vertexCount * 3 * sizeof(float)); mesh.texcoords = (float *)MemAlloc(vertexCount * 2 * sizeof(float)); mesh.normals = (float *)MemAlloc(vertexCount * 3 * sizeof(float)); mesh.indices = (unsigned short *)MemAlloc(triangleCount * 3 * sizeof(unsigned short)); /* Generate vertices */ for (int z = 0; z < size; z++) { for (int x = 0; x < size; x++) { int idx = z * size + x; float wx = ((float)x - size / 2.0f) * SUIC_TERRAIN_SCALE; float wz = ((float)z - size / 2.0f) * SUIC_TERRAIN_SCALE; float wy = suic_terrain_height(wx, wz); mesh.vertices[idx * 3 + 0] = wx; mesh.vertices[idx * 3 + 1] = wy; mesh.vertices[idx * 3 + 2] = wz; mesh.texcoords[idx * 2 + 0] = (float)x / (float)(size - 1); mesh.texcoords[idx * 2 + 1] = (float)z / (float)(size - 1); } } /* Generate indices */ int triIdx = 0; for (int z = 0; z < size - 1; z++) { for (int x = 0; x < size - 1; x++) { int i0 = z * size + x; int i1 = z * size + (x + 1); int i2 = (z + 1) * size + x; int i3 = (z + 1) * size + (x + 1); mesh.indices[triIdx * 3 + 0] = i0; mesh.indices[triIdx * 3 + 1] = i2; mesh.indices[triIdx * 3 + 2] = i1; triIdx++; mesh.indices[triIdx * 3 + 0] = i1; mesh.indices[triIdx * 3 + 1] = i2; mesh.indices[triIdx * 3 + 2] = i3; triIdx++; } } /* Calculate normals using height field gradient */ for (int z = 0; z < size; z++) { for (int x = 0; x < size; x++) { int idx = z * size + x; float h_right = (x + 1 < size) ? mesh.vertices[(z * size + (x + 1)) * 3 + 1] : mesh.vertices[idx * 3 + 1]; float h_left = (x - 1 >= 0) ? mesh.vertices[(z * size + (x - 1)) * 3 + 1] : mesh.vertices[idx * 3 + 1]; float h_down = (z + 1 < size) ? mesh.vertices[((z + 1) * size + x) * 3 + 1] : mesh.vertices[idx * 3 + 1]; float h_up = (z - 1 >= 0) ? mesh.vertices[((z - 1) * size + x) * 3 + 1] : mesh.vertices[idx * 3 + 1]; float dh_dx = (h_right - h_left) / (2.0f * SUIC_TERRAIN_SCALE); float dh_dz = (h_down - h_up) / (2.0f * SUIC_TERRAIN_SCALE); float nx = -dh_dx; float ny = 1.0f; float nz = -dh_dz; float len = sqrtf(nx * nx + ny * ny + nz * nz); if (len > 0.0001f) { mesh.normals[idx * 3 + 0] = nx / len; mesh.normals[idx * 3 + 1] = ny / len; mesh.normals[idx * 3 + 2] = nz / len; } else { mesh.normals[idx * 3 + 0] = 0; mesh.normals[idx * 3 + 1] = 1; mesh.normals[idx * 3 + 2] = 0; } } } UploadMesh(&mesh, false); return mesh; } void suic_terrain_init(void) { if (g_terrainInitialized) return; g_terrainMesh = generate_terrain_mesh(); g_terrainModel = LoadModelFromMesh(g_terrainMesh); g_terrainModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color = (Color){80, 140, 70, 255}; g_terrainShader = suic_terrain_shader_load(); if (g_terrainShader.shader.id != 0) { g_terrainModel.materials[0].shader = g_terrainShader.shader; fprintf(stderr, "Terrain shader loaded successfully!\n"); } else { fprintf(stderr, "Warning: Failed to load terrain shader, using default rendering\n"); g_terrainModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color = (Color){255, 100, 100, 255}; } g_terrainInitialized = true; } void suic_terrain_draw(SuicVec3 cameraPos) { if (!g_terrainInitialized) return; /* Set shader uniforms if shader is loaded */ if (g_terrainShader.shader.id != 0) { SuicVec3 lightDir = suic_v3_norm(suic_v3(-0.8f, -1.0f, -0.6f)); SuicVec3 lightColor = suic_v3(1.0f, 1.0f, 1.0f); suic_terrain_shader_set_uniforms(&g_terrainShader, cameraPos, lightDir, lightColor, 1.2f, 0.3f); } g_terrainModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color = (Color){80, 140, 70, 255}; DrawModel(g_terrainModel, (Vector3){0, 0, 0}, 1.0f, WHITE); } void suic_terrain_cleanup(void) { if (!g_terrainInitialized) return; UnloadModel(g_terrainModel); suic_terrain_shader_unload(&g_terrainShader); g_terrainInitialized = false; } /* ===== SHADER MANAGEMENT ===== */ SuicTerrainShader suic_terrain_shader_load(void) { SuicTerrainShader ts = {0}; ts.shader = LoadShader("game/terrain.vs", "game/terrain.fs"); if (ts.shader.id != 0) { ts.locViewPos = GetShaderLocation(ts.shader, "viewPos"); ts.locLightDir = GetShaderLocation(ts.shader, "lightDir"); ts.locLightColor = GetShaderLocation(ts.shader, "lightColor"); ts.locLightIntensity = GetShaderLocation(ts.shader, "lightIntensity"); ts.locAmbientIntensity = GetShaderLocation(ts.shader, "ambientIntensity"); ts.locTerrainColor = GetShaderLocation(ts.shader, "terrainColor"); } return ts; } void suic_terrain_shader_unload(SuicTerrainShader* ts) { if (ts && ts->shader.id != 0) { UnloadShader(ts->shader); ts->shader.id = 0; } } void suic_terrain_shader_set_uniforms(SuicTerrainShader* ts, SuicVec3 viewPos, SuicVec3 lightDir, SuicVec3 lightColor, float intensity, float ambient) { if (!ts || ts->shader.id == 0) return; float viewPosArray[3] = {viewPos.x, viewPos.y, viewPos.z}; float lightDirArray[3] = {-lightDir.x, -lightDir.y, -lightDir.z}; float lightColorArray[3] = {lightColor.x, lightColor.y, lightColor.z}; float terrainColorArray[3] = {80.0f / 255.0f, 140.0f / 255.0f, 70.0f / 255.0f}; SetShaderValue(ts->shader, ts->locViewPos, viewPosArray, SHADER_UNIFORM_VEC3); SetShaderValue(ts->shader, ts->locLightDir, lightDirArray, SHADER_UNIFORM_VEC3); SetShaderValue(ts->shader, ts->locLightColor, lightColorArray, SHADER_UNIFORM_VEC3); SetShaderValue(ts->shader, ts->locLightIntensity, &intensity, SHADER_UNIFORM_FLOAT); SetShaderValue(ts->shader, ts->locAmbientIntensity, &ambient, SHADER_UNIFORM_FLOAT); SetShaderValue(ts->shader, ts->locTerrainColor, terrainColorArray, SHADER_UNIFORM_VEC3); }